/Engine/Source/Runtime/Engine/Classes/GameFramework/SaveGame.h
Native version of above function, this takes aULocalPlayerbecause you can have a local player before a player controller. This will return null for invalid parameters, but will create a new instance if the parameters are valid but loading fails.
static [ULocalPlayerSaveGame](API\Runtime\Engine\GameFramework\ULocalPlayerSaveGame) * LoadOrCreateSaveGameForLocalPlayer ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULocalPlayerSaveGame](API\Runtime\Engine\GameFramework\ULocalPlayerSaveGame) > SaveGameClass, const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer, const [FString](API\Runtime\Core\Containers\FString) & SlotName )